Trader
Trader Guild | |
Image copyright of Simutronics Corporation | |
Primary Skillset: | Lore |
---|---|
Secondary Skillsets: | Survival, Armor |
Tertiary Skillsets: | Weapon, Magic |
Special Abilities: | Caravans, Trading, Market Advantages |
Mana Type: | None |
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage |
Traders are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.
Perhaps the most (in)famous figure among Traders was Arnile Hanskwin, Syndic of the Trader's Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.
Official Information
Information courtesy of Dragonrealms Website.
Guild Hall Locations
- The Crossing
- The distinguished Trader Guildleader Ansprahv advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)
- Riverhaven
- Inside Riverhaven's large guild hall, the noble Guild Leader Willowbrook instructs her students in commerce and finance.
- Muspar'i
- A grand guildhall set in the Desert City. The Guild Leader Kworlin oversees commerce in the northern most part of Elanthia.
- Shard
- Guild Leader Cialen administrates guild business from his office in opulent Brickwell Tower.
- Ratha
- Guild Leader Imaar presides over the guildhall here.
- Aesry Surlaenis'a
- The capable Guild Leader Seranda oversees sea trade at the Surlaenis exchange.
- Outer Hibarnhvidar
- The shrewd Guild Leader Raelem took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.
Skillsets and Common Races
A Trader's primary skillset is Lore. Survival and Armor are secondary skillsets, with Magic and Weapon as tertiaries.
According to the DragonRealms website, Traders tend to be:
Human | 25% |
Elothean | 22% |
Elven | 16% |
Prydaen | 11% |
Guild Abilities
Pack Animals, Caravans, and Trade Routes
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild. If a Trader catches a thief stealing on the trade routes outside of a town they can accuse that thief to a contract minister who exacts swift and deadly punishment. Caravans and pack animals can also be used to help drag the corpses of fallen adventurers more effectively. A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault. If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented.
Caravans Loss and Recovery
At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late. When looking for a caravan go to the stable closest to the area the caravan was originally lost in. Locations are in leth, stone clan, dirge, and crossing. They will not be the normal stables used to keep horses in. When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time. So be careful and take care of those caravans!
Commodity Trading
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces. Currently there are only three working commodity pits in Elanthia: Crossing, Arthe Dale, and Leth Deriel.
Market Advantages
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner. Increased Charisma also increases profit.
Trader Markets
Traders of at least 20th circle may rent market tables located in The Crossing, Riverhaven, Shard, Muspar'i, Aesry and the first tier of Ratha. Traders of at least 40th circle can rent stalls, which are currently only located in The Crossing.
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle must ASK GUARD FOR THE REMOVAL OF (person). This will also work on fellow Traders if they do not have a table rented in the building.
Tables
The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, ASK MONGER FOR TICKET and PUT the ticket on an empty table. If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant. Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. ASK MONGER FOR GOODS within 48 hours to recover your items.
Stalls
The price for a stall is 10 platinum Kronars for 10 days of rental. Stalls contain three tables, each holding up to twenty items. All tables may be used immediately upon rental. To rent a stall, ASK MONGER FOR STALL and PUT the ticket on an empty stall. Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item. To remove an unwelcome guest, ASK GUARD FOR THE REMOVAL OF (person). You can also OPEN and CLOSE a stall while standing outside of it. Once your rental expires, you must wait 10 days before renting another stall.
Auction Halls
Traders of at least 30th circle are able to use the auction halls located in The Crossing, Riverhaven and the guildhall in Ratha.
GRAB the gavel to begin. START BID <amount> to start the bidding on an item. TOUCH GAVEL to toggle the suspended bidding. PUNCH the table to start the bid close (going once, twice, etc). HUG GAVEL to abort a bid in process. DROP GAVEL to give up control of the auction tools. KISS GAVEL to send out a crier announcing the auction. (charge to this service) TAP the table to toggle room silence.
Each item is done on an individual basis, meaning you will have to restart and grab the gavel for each individual item. There is a time limit of 15 minutes for each item, if the item is not bid off within this time limit your item will be turned into a box where you can retrieve it.
Horse Trading
Traders of sufficient skill and circle can buy and sell horses with other adventurers. This ability is most frequently used to facilitate transfer of a horse from one person to another.
Gem Shops
Traders of appropriate skill and circle (approximately 12th circle) have the unique ability to sell gems in bulk via gem pouches. In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 35% for a high-level, high-charisma Trader using Speculate Finesse.
Traders of 50th circle or higher can finance remote gem shops, including gem shops in Horse Clan, Rossman's Landing, Throne City, and M'riss. To finance a gem shop ask the clerk about FINANCE. To retrieve your sales ask the clerk about SALES. The purpose is to make a profit from the sales and to earn a significant amount of Trading skill when reselling the gem pouches received from the financing.
Speculate
Traders have a series of Speculate abilities that are taught by various guild leaders:
Speculate | Circle | Guild | Details |
---|---|---|---|
Finesse | 8 | Riverhaven | Increases ability to get higher profits on sales of gems, bundles, and pawn items. Also gives more elaborate emotes to various verbs(smile, bow) |
Coin | 12 | Muspar'i | Allows you to throw a random coin you are carrying and possibly stun your target. CAUTION - You lose the coin! |
Chaffer | 45 | Ratha | Allows you to publicly announce the sale on an object. The messaging differs based on the type of object as well as the target character. |
Hirelings and Criers
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one. What hireling you get depends much on your circle, but there's still a random factor in for which one you'll get.
Syntax:
HIRE <TYPE> (where TYPE is one of the following)
ATTENDANT
Here are the basic commands, there may be more for higher circled traders, i'm not sure.
groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.
Criers can be used in order to let the city know that you have either a stall or a market table open for business. There is a charge for this service though, the criers have two forms of usage. First is they can alert all people in the city that your stall or table is open. In order to do this you must HIRE CRIER TOWN CONFIRM. This service will cost you 2500 kronars. The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to. The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.
Rumor System
The rumor system allows you to gossip with certain NPCs throughout the realms. ASK (NPC) ABOUT/FOR RUMOR and WHISPER (NPC) (your rumor) to have your rumor reviewed by a GameMaster and possibly added to the system one day!
Miscellaneous Information
- Guild crest: A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond.
- Trader Titles